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Ol' Scratch
QUOTE (Angelone)
I know MADs detect explosives as well as metal, but I doubt it would a ceramic knife. If it did then it would detect those ceramic guns aswell.

The point people are trying to point out is there are neither any rules for a ceramic knife nor an entry for knives or most any other melee weapon that grant them any special ability to bypass a MAD scanner. Which (again, by the rules) specifically targets weapons and metallic objects.

It's goofy, but it's the rules.

And from a gameplay point of view, if you do just let people say that their weapon is made out of ceramic/polyresins/plasteel/whatever else just because, then there's no point in even bothering with a MAD scanner to detect weapons in the first place... nor is there any point of there being a Ceramic Components rule (which I, personally, think should be expanded to include any type of weapon, not just firearms... but that would be a house rule).
Angelone
QUOTE (Nikoli)
They are detailed in the same entry, and can be installed in the same areas, but they are not necessarily the same device.

Okay, that's what got me sorry little tired.
Nikoli
Gets all of us.

Weapon sensors can be a little sticky, as they can basically really screw up a run right fast. Personally, when I GM I limit their appearance, and use them when I'm trying to set the stage in an oppressive Orson Wellish manner.
An example:
"As you step around the security desk and through the turnstile, two guards step up and ask you by name to remove your Predator, remove the magazine and place them into the basket. They go on to say the weapon can be claimed at the desk as you leave."
This was extrapolated from the MAD's section, the beacon function on a credstick and a really good sensor roll. They spot the gun, query the stick and see a permit for the weapon as well as the fac tthat the person is a former lonestar cop who left under good circumstances, so little reason to do more than disarm him. I knew there should be no combat, so I didn't have a problem in disarming the player. It helped establish the oppresiveness of Lonestar in my game without railroading a player into a dangerous situation I concocted because I couldn't deal with the build.
Fortune
QUOTE (Ancient History)
No matter how much cyberware you have or how many grades you've initiated or how big your deck is ...

You wrote that whole thing just to say that one line. grinbig.gif
ElFenrir
Depends on character for me. I have some formal folks who are always top-fashion, tres chic all the time(like this one decker lady I play), with armor only if it's also fashionable. Sure it might not be the most effective, but well, up to the character.

My main sammy's choices:

On the street, simply a real leather jacket, steel toed combat boots, hardliner gloves in the pocket in case things get ugly, and a pocketknife. Otherwise, no illegal gear but in this world trouble can come up when you least expect it, even if you try to avoid it. Clothing is always a tank top and jeans(secure armor if for some reason he is green-lighted at the time. Which, again, can happen, especially when other party members say the wrong thing at the wrong time nyahnyah.gif ) In the case of a severe green light, the seat of his bike will contain a light pistol. But i typically play runners when on the street with little weaponry. That you can see, anyway. One's body should be all the defense one needs if push comes to shove comes to you can't talk out of it.

On jobs, the list gets more extensive. Here is your basic, garden variety 'run

Black swat mask
Hardline gloves
Armor Vest w/ Plates
Either a Secure Armor Jacket or Urban Camo Full Suit(layered with the vest, its 6/4)
Forearm Guards
Cougar Fineblade Long or Katana(depending)
Heavy pistol in concealed quick draw holster, with a couple extra clips and a silencer
Primary weapon(depends. For heavy but more discreet, a sound supressed Franchi Spas 22 on SA. For bigger bangs, the Enfield with a 50 round drum of APDS.) Carries some stun rounds at either rate.
Survival Knife
pocket flashlight
UV light
Goggles or binoculars(he has all the eye vision enhancements)
the popular snake mesh socks

I also customized the boots he wears(the full height combat boots) with a retractable blade for a nasty surprise if needed. grinbig.gif

Of course, tools are brought if needed(he has an electronic tools kit if needed), and also, knows some demolitions, so for big bang jobs, along comes some boom.

Lots of jobs are different tho, some require suits and mingling, some require just a lot of destruction...but the top list is the 'typical' list.

Fresno Bob
QUOTE (Nikoli)
Gets all of us.

Weapon sensors can be a little sticky, as they can basically really screw up a run right fast. Personally, when I GM I limit their appearance, and use them when I'm trying to set the stage in an oppressive Orson Wellish manner.
An example:
"As you step around the security desk and through the turnstile, two guards step up and ask you by name to remove your Predator, remove the magazine and place them into the basket. They go on to say the weapon can be claimed at the desk as you leave."
This was extrapolated from the MAD's section, the beacon function on a credstick and a really good sensor roll. They spot the gun, query the stick and see a permit for the weapon as well as the fac tthat the person is a former lonestar cop who left under good circumstances, so little reason to do more than disarm him. I knew there should be no combat, so I didn't have a problem in disarming the player. It helped establish the oppresiveness of Lonestar in my game without railroading a player into a dangerous situation I concocted because I couldn't deal with the build.

I don't see whats so 'oppressive' about that.
PBTHHHHT
QUOTE (Voorhees)
I don't see whats so 'oppressive' about that.

Well, don't forget in some games people are walking around fully loaded with their heavy weaponry and have to take public transportation... Now that is a very liberal firearms public policy. wink.gif
Supercilious
I did a one-shot thing a while back, where the runners had one clear goal (assassination, of a high-ranking Ares executive). The runners were working with a revolutionary group, and it was set in a city remniscent to that of HL2's city. Needless to say they took a lot of crap from the CP Lonestar's.

That is oppressive, IMHO.
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